Avatar

Polychrome_Baku

Polychrome_Baku

About

Username
Polychrome_Baku
Joined
Visits
0
Last Active
—

Comments

  • Farmer John literally doesn't get angry at his opponents, so he's a joy to watch. Otz is a no brainer, and Zubat as well. The only other streamers I can think of that are actually chill are Pain Reliever, Space Coconut, and Umbra. Umbra is probably the most adorable streamer on the planet.

  • @ClickyClicky said:

    I agree. A lot of these people don’t play much survivor. When you do you realise that DS/BT are mandatory perks and that all blame for those perks being so strong lies with the killers that are content to just sit around every hook.

    Yeah map sizes are way too big too. If you get mothers dwelling you’re probably just better off camping them walking for ages to get to the next gen.

    Right. Because every survivor also plays killer? Like 90% of the jUsT pReSsUrE gEnS memelords haven't played a killer match outside of brown ranks. But they love to discuss killer balance as if they're 4 thousand hour Trapper mains.

    Acting like BT/DS are "only strong because of killers camping" is a false argument. BT and DS are strong because they're strong. DS is 60 seconds of invincibility (don't even get me started on EGC), and BT rewards bad unhooks instead of punishing campers. Why won't survivors ever admit that their second life perks bave gotten ridiculous? Oh, right. Because that would be admitting that something in the game isn't the fault of that magical demigod Bubba that simultaneously facecamps every precious little cinnamon bun survivor every game.

  • @not_Queen said:

    @Toastyy

    It doesn't.

    As it was mentioned in the thread by different people, NOED isn't rewarding poor gameplay from Killers:

    • Killer has to play the trial with only 3 perks before the doors are activated.
    • The perk can be fully deactivated by survivors
    • If the killer has no luck in hooking many survivors before the doors are activated, then the survivors should have been able to cleanse totems without feeling pressure, thus, not giving the NOED edge to the killer. It's on them if it activates.
    • If survivors allow the killer to get a 4K with NOED in the end game, I would argue that survivors made mistakes during their end game plays or didn't prepare for the potential NOED activation.

    Finally, if you don't want to play NOED, it's your prerogative. In my opinion, building a build that is strong in end game isn't rewarding failure, it is using perks for their intended purposes. The purpose of NOED is to give a killer a burst of strength in end game. Since it's effectively strong, survivors have the power to deactivate it, if they focus secondary objectives.

    The killer players choosing to play NOED are banking on a burst of strength at the end for the downside of playing with 3 perks the rest of the game and having a chance to have their perk deactivated. It's a high risk, high reward scenario.

    Do bones.

    I'm thankful you cleared this up. The people complaining about NOED don't seem to understand the purpose of endgame perks. Nor do they realize that any killer running NOED is using 3 perks for the whole trial. Maybe you guys should turn it back into a regular perk that can't be preemptively deactivated like it was before. Then they'll have something to complain about.

  • @Irisora said:

    I dont have a problem with noed getting nerf/removed if all perks that gives a free escape for survivors are reworked too. Free escapes and free kills shouldn't be a thing in the game. It don't feel fair at all.

    This obsession with 100% fairness will doom this game. Dead by Daylight is the only game where everyone wants everything to be 10000% balanced in every conceivable way possible.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135537#Comment_1135537

    Thanks, that is what I was wondering. It seems to me he should lose bloodlust like everyone else does.

    Freddy doesn't lose bloodlust when placing traps or pallets. Killers don't use bloodlust from non lethal actions. So no. He shouldn't.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134910#Comment_1134910

    I think I'd rather just have it so if your survivor's model (not camera) is facing Ghostface for 1.5 seconds he gets revealed.

    Puts the stealth in back in stealth killer. If someone is fully aware of where you are, but can't reveal him because hitboxes and LOS bugs exist that's always gonna be an issue

    Ghostface is already irritating to play as an actual stealth killer because you have a first person camera and survivors don't. There's a reason his best playstyle revolves around dropping your red stain at loops using night shroud instead of actually stalking people. I just want his reveal mechanic to be more consistent. If it was made so survivors had to actually face him then survivors would moan and complain about being unable to reveal him during chases. This game is a bug filled mess and this is the best we can hope for. Get over it.

    Also, if you find it unrealistic that he can sneak with you seeing him, you'll be happy to know that I find it unrealistic that the Huntress can hit a 90 pound botanist directly in the head with a hatchet and she doesn't die. It's called suspension of disbelief. This is a game about a supernatural spider god using invincible killers as proxies to devour people's emotions, so realism went out the window a long time ago.

  • No. His map presence is as non existent as the Huntress without her lethality. The Deathslinger is a ######### killer.

  • @Maelstrom10 said:

    Bare minimum should have ^

    Also fixated should have its speed boost work whilst injured

    Lucky break should hide blood at all times. or reset on unhook and be a lower time

    Stake out shouldn't have a cap on stacks.

    Thoughts? any disagreements?

    I don't want more free aura reading for survivors. They get enough free information as it is. Giving premonition aura reading is overkill.

    Fixated should work while injured but to a lesser extent. Hard to focus (the literal meaning of fixated) when your intestines are hanging out of your stomach.

    I like the idea of lucky break resetting on hooks. Hiding blood at all times with no trade off however is a busted perk.

    I don't like the idea of anything infinitely stacking, but I do think that stakeout should have a higher cap. You do have to actually do something for the stacks so I think they should stack higher.

  • @ZoneDymo said:

    More cosmetics on release, cant believe there is not wild west bandit cloth mask face skin thing.

    Other then that, I dont want nerfs or buffs now, nobody should, wait a month after release when people actually at time to test him properly with perks and technics before we start talking about it.

    To me he's in the same spot as the spirit was in her PTB, he definitely needs tweaks. I hate this whole "wait a month" mentality people have when some killers are obviously weak in their test server. Right now I have no reason to pick him over Huntress. Until that changes, he's a garbage killer that people only like because he's a cowboy.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135134#Comment_1135134

    This is news to me, not that I play Overwatch anymore and despise CoD multiplayer. Last time I heard, it was still a bannable offense.

    And it's also as I originally said. Different killers are viable on console and I like it that way. It also means thatI don't have to fall back in the meta survivor build.

    Survivors also have an advantage on console on general, since killers can't turn as fast and there are constant frame drops killer side. That 360 BS doesn't work nearly as much on PC as it does on console. I find it funny that you "like" that some killers barely function on console due to the limitations of a controller. Hilariously, the ones that don't function are the strongest in the game with proper control (huntress and nurse).

    "Invasion of your space"? What? I don't get what you mean by that. Any game that is on both PC and console should have KB and M support. The fact remains that balancing is easier when everyone has access to the same control type. This kind of crap is why PC players hate when a PvP game gets ported to consoles because if the devs aren't competent, this invariably ends up affecting the PC side negatively as they try to compensate for consoles being a lesser platform control wise.

    And I don't know what you mean about not relying on meta builds. My roommate plays on PS4 and 2 out of every 4 survivors she faces have the same build. Console survivors and PC ones aren't any different build wise, console survivors just face handicapped killers. And it sounds like people like you want to keep it that way. I hope KB and M support goes to console. Easy mode console survivors need a reality check.

  • @GHOSTfaceP3 said:

    It’s very overused at this point and I’m just kinda starting to hate it I mean your a killer people are not supposed to “boop your snoot” I don’t play pig a lot but when I do I show no mercy especially those who try to boop

    I hate this meme so much. Between this and the "omg her stun noise is so cute!" meme I'm convinced that some people are just ######### weird. The daddy Myers crap is almost as lame and overused as snoot booping.

  • The struggle state should be changed from tapping to holding a button. I don't want anything else in the game to be removed or streamlined because people "don't like it", but I could see it being an accessibility issue or with the latency. Just give people the option to change to hold.

  • @NMCKE said:

    I have an unpopular opinion about Second Chance perks: they are fine. 😁

    The developers seemed to mastered how to make a Second Chance perk by keeping in mind:

    • Activation Condition
    • Effect Strength
    • Penalty After Effect

    If the effect is strong, you will need to balance it out by adding a hard condition or penalty after using the perk effect. You can also do a combination of both if it fits the best, such as Mettle of Man and For The People. They both have a condition and penalty after using the perk effect. 😁

    Here's an example of a second chance killer perk:

    Secret Calling

    You like to keep the cards hidden and surprise your prey.

    When a survivor is unhooked further than 32 meters, receive a token up to a maximum of 4 tokens.

    While at maximum tokens, successful basic attacks will cause the survivor to become affected by Secret Calling until they are sacrificed.

    While Secret Calling is affecting a survivor, see the auras of all survivors within 16/20/24 meters to the affected survivor.

    This is a solid idea. I like Secret Calling a lot.

    I disagree about second chance perks though. The devs are purposefully designing killer slowdown perks to not be compatible with each other. For instance, you can't use the lame new Ruin with Pop, Surge, Overcharge, or anything else. It only has direct synergy with Surveillance. I think that survivor second chance perks should be given the same treatment because when you stack second chance perks you basically become a cat with nine lives. And killer gameplay is stringent enough timewise without having to kill the same survivor like 87 times in top of it.

  • @BulletsNonstop said:

    Also, killers have insane range. Slamming people into the ground through vaults is WAY TOO MUCH

    I think you might have this game confused with Last Year. Killers have two different movement speeds (115% and 110%) and can't "slam people into the ground". What drugs are you on? Brown ranks are like a different game I swear.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119446#Comment_1119446

    also, there is no rank distinction at all, so the entire graph is not useful to be discussed in a balancing view.

    Does not matter, since the game has to be ballanced around all ranks. You can not ballance a game only for pros and you can not ballance for beginners. What we got here is the best we can ask for.

    also, many variables are not said, like SWF, maps, offerings, perks...

    Does not matter aswell. We know at the current state of the game - considering any aspect that the game is in favour of the killer, if the devs want to ballance around 2K 2 escape (which is definitly the right idea by the way).

    the truth, badly taken data that is basically worthless.

    No, but thanks for trying.

    You don't know the first thing about game balance if this is how you view stats. I love how you people will always cherry pick data and dev posts when it suits your ######### up narrative.

  • The amount of people missing the point in here is staggering. Granted, this wasn't a great example but the point isn't exactly hard to see and I'm not even a killer main. The fact is that the survivors made massive mistakes and still nearly completed their objective. Whereas Otz made smaller mistakes that almost cost him the game. That was the point. Killers have to walk a tightrope suspended over goddamn lava whereas survivors are on a conveyer with trampolines on either side, bouncing them right back up when they fall off.

    Given that its Otz, the killer he played doesn't matter. The dude mains Trapper, that should tell you how skilled he is. The point of OP showing this video was to illustrate how unforgiving killer gameplay can be, but survivor gameplay has more forgiveness than a Catholic church. Not even to mention that if it had been any regular killer player using Bubba, the survivor would have basically gotten a free win. Them being horrible at the game notwithstanding.

    Anyways. Be less focused on the end result and more focused on the actual issues and maybe we'll get somewhere as a community. Now you can go back to insulting each other like a bunch of self-important snarky little gits. Since that's all the forums seem to be for.

  • @FearedbytheGods said:

    Truthfully, its the attitude of killer mains nowadays.

    Having played since release I've seen killer get easier, survivor get harder. FULL STOP.

    Infinites gone, vaulting/perk/map/pallet nerfs, bloodlust added, end game timer added, hatch close added. All this has made being killer easier and survivor harder since release.

    2 escapes, 2 kills is the devs unit of metric. You don’t have to like that but it’s whats given the survivors all their nerks and all the killers current buffs.

    You look at the SB vs. NOED debates that happend at release all those years ago. SB now is mediocre at best where as NOED is still a high tier perk.

    Killers now are up around 70% kills due to the trajectory of the game and the devs metric system, unless you feel their metric system is bad, in which case they can undo all the changes I've just mentioned....

    It's only been recently that killers have started getting push back from devs because the state of the game is disconnecting survivors who know a game is going to end in a 4k so why bother for 3k BP.

    And what do we see? Thread after thread recently of killers whining. People talk about salty survivors alot in this forum but ignore the elephant in the room.

    Having played as a 50/50 since release myself, I get what you're saying. You're not wrong. But I also feel like you're understating how powerful survivors were (and still are). I remember 8 second self cares, I remember pallet vacuums, I remember double window shack, I remember old DS, I remember how fast gens used to be, I remember 90 degree fast vaults, I remember old BNP, and I remember everything else that came during the dark ages. The only good thing about those days was that nobody knew how to loop yet. Survivors used to be pretty much impossible to catch, and now they're not, but to this day they STILL control the momentum of the game and won't ever admit it. A survivor has safe tiles all over every map besides the Hawkins Lab, and can legit force a killer to drop chase since everything a killer does is on a timer. Yeah, survivor has gotten harder in some ways. You can't literally cheese the killer for 5 gens without a little bit of effort, instead of every chase having a foregone conclusion like they used to. What a tragedy. I'm not even going to touch on that 70% (Freddy only) kill rate you cited, because those stats are problematic. And I'd be saying that if the kill rate was halved. Any statistician will tell you that stats without context are useless. FULL STOP.

    Anyways. You know what bothers me the most? People being unwilling to see that most complaints from the killer side comes from how the game feels. And game feel is just as important as balance is, because that more often than not dictates whether people will stay. For instance, the nurse is the strongest killer in the game. But she feels like clunky ass to play, so guess what? Nobody plays her. Part of it comes from her difficulty, but those changes didn't do her pick rate any favors either. Acting like it had no effect is ignorant. Right now, the killer side of the game is going down a path of clunky nonsense with overly oppressive cooldowns and power bars all in the name of survivor fun. Since for the last year and a half or so, killer fun has taken a back seat to that of survivors'. With every patch survivors get more tools, even more information, and more ways to expedite their objectives. While killer perks always come with a ten page requirement list before they can be activated (like Dead Man's Switch) and every "new" killer power is a remix of an old one with extra steps. I'm not saying survivors haven't got nerfed, since I doubt the devs are "sided" by any means. But the changes to stuff like healing, insta heals or BNP is nothing compared to Ruin, the Legion debacle, and what I'm sure is coming for every other strong killer perk / ability in the near future. It's like they use a sledgehammer for killer changes but every survivor change ends with an item or perk that's still eminently usable.

    Lastly, if the devs want to shoot for a "2 escape/2 death" balance then they need to actually reward killers for that scenario. Especially considering that survivors get rewarded even when they die, but once you're out of the baby ranks a 2k is treated like a loss.

  • @Aven_Fallen said:

    Funnily enough, you will see both here on the forum (sometimes from the same people):

    If Survivors lost, it is because they were not Red Rank.

    BUT: Survivor is way too easy to rank up, so most Red Ranks are Potatoes.

    So Red Rank Survivors are both OP and Potatoes. Schroedingers Survivors, basically.

    Red rank solo teams are generally just as potato as purple/green ranks due to how easy it is to rank up. I'm a complete potato and I manage to hit rank 3. Survivors don't become OP until you get sweaty rank 1 SWF squads that actually want to win. So they decide to win and there is nothing the killer can do about it if they aren't a 5 thousand hour Nurse main. That's the difference and you know it.

  • @Hamoodbuffon said:

    I just dont understand the idea behind bringing a breakable wall in killer shack. It is completely unnecessary given it's a wonderful design and the loop is decent within it and not at all OP. Just for the record, once the pallet is down you eliminate strong loops so why would you insert a breakable wall then as u have just killed the fun inside of the shack. Please reconsider this and I hope sincerely other maps having killer shack not to resemble this new Mao's one. Otherwise, I am afraid that I will be leaving this game cuz Dead by Daylight has lost its iconic design and killed the fun in the game. Please let me have your thoughts on this. Not to mention that the new map having no legit loops. It makes me want to have the killer killing me right from the start because I wont enjoy those nonsense design loops.

    Loops are boring. I want them shortened and de-emphasized. With how quickly a survivor's objective can be completed these days I'm all for the killer shack (and other potentially long loops) being weakened. Survivor safe spaces need to go if gen speeds aren't going to get touched. And if the breakable walls make people like you leave? That's just a bonus.

  • I really want Jack the Ripper in this game. I feel like DBD is missing out on drawing ideas from serial killers that actually existed, and Jack would be a great start. Plus a level set in Victorian-era London would be fantastic.

  • Polychrome Baku is a play on my favorite song, Yumekui Shirokuro Baku by Kagamine Len. Search it up on YouTube if you like vocaloid music. A baku is also an evil spirit in Japanese folklore that eats people's dreams, said to be the leftover pieces of unborn animals. I use this name on pretty much everything from forums, to World of Warcraft, and Steam.

  • @sluc16 said:

    I mean seriously? No terror radius and impossible to hide from. And a ridiculous distance of 32 meters.

    Might as well just let him kill everyone on first hook as well, match is over before it started.

    If you unironically think this addon is OP, you're bad at the game. Full stop.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112228#Comment_1112228

    The thing is, people say "bring unbreakable" if the killer is slugging. They say "bring DS" if the killer is tunneling, they say "bring BT" if the killer is camping....then minutes later everyone is complaining about survivors running all these perks.

    People also say that killers should pressure the map but complain like children when that pressure comes from slugging. So miss me with this logic. The fact is, everything has a counter. Whether it's a perk. An item. Or just being someone who actually knows how to play. The latter obviously being rare on the forums.

  • @LetsPlayTogether said:

    Killers need to learn, that they not deserve to get 4k.

    And survivors need to learn that they do not deserve to escape. So we are back at square one. Thanks for participating, have a nice day.

  • @NullEXE said:

    No it shouldn't be removed simply because you're not good at it, and don't like it.

    It's a bad map for 90% of the killer roster. It needs to go away. Idc.

  • Haddonfield needs to be disabled. Unless I'm playing Trapper I will DC from that map every damn time. I hate it. It's bad. Redo it.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108158#Comment_1108158

    I don't like Fixated.

    I like using Dead Hard, DS, Adrenaline and Detective's Hunch

    So 3 meta perks and a weird one. Seems legit. If it makes you feel any better, most killers hate going against those three perks every game because they're unfun and annoying to play against.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106045#Comment_1106045

    for mw she is as ugly as quentinbut as i said for me, im glad you like survivor they made, it is justt a pass on this dlc nothing make me want ot buy it

    Sounds like you need glasses. Zarina is gorgeous. I understand that you may have different taste but still. See an optometrist. Get glasses.

  • This thread is nice to see, because I've been having the same feelings. Anyone who's seen me around knows how harsh of a critic I've been of BVHR, but even I can admit that I owe them an apology as well. Things aren't perfect, but their love for the game and the passion is definitely there. Sometimes that's enough. Maybe when the Deathslinger update drops I'll return to the game myself, it's been a while.

    They've definitely earned me as a returning consumer with their willingness to try and keep the game fun for all of us.

  • @ClickyClicky said:

    Toolboxes have been nerfed into the ground and survivors lose add ons now.

    It’s definitely a survivor nerfing update. The changes to sabo don’t make up for that.

    At least with sabo’ing survivors are off gens.

    Toolboxes needed the nerf just like Forever Freddy did, and survivors should have always lost addons since killers do without black wards. At least with ace in the hole you can keep them. Killers have to burn an offering to do so.

    And sabo takes three seconds to do. That's not exactly a dramatic amount of time to be off a gen. Especially considering you can directly deny the killer's objective by doing it.

    I miss it when updates where just updates. Instead of the community rushing to determine which side got nerfed worse. It's like some of you people sit around waiting for ######### to complain about.

  • @Coder said:

    Guys, if you're going to play a stealth killer, just use ghostface. Don't give me the "16m TR" stealth argument, you can play hag, myers or any other killer if you want to play stealthy with monitor and abuse.

    Also, forcing the use of one perk slot to make a killer viable is not a good design.

    Ghostface can't yeet people off of balconies and hills with a hook shot rifle. Sometimes things are more about fun than being min/max super viable SS+ killer gameplay.

  • @Skelemania said:

    Objectively speaking, Billy's build doesn't make sense within the confines of the game compared to how they have made everyone else. He has a one shot down mechanic, can cover the entirety of the map without any sort of cooldown & doesn't require anything to build-up his chainsaw, nor has any sort of downtime between the saws.

    Oni has to collect blood & can't run forever. The new Gunslinger has to reload.

    It doesn't make sense within their own game.

    So just by the definition of how he doesn't have those weaknesses & the other killers do, he will always be better than them.

    By that concept, any killer without a power bar or a cooldown mechanic "doesn't make sense". Hillbilly just shows what killers had to be when survivors were gods, but he can still be countered with the tools a survivor has now. Since after all, they aren't exactly powerless. All he needs is an addon pass to get rid of his instant saw. Doing anything further to him will instantly make him worse than Oni.

    People can't keep tell Killers to pressure gens but begging for nerfs to everything that allows them to. That's how you kill your game.

  • My roommate is just farming the rift as AFK wraith after competing her survivor challenges. She's barely a yellow rank killer and got sick of facing purples and reds so she gave up on killer challenges. I'm sure the games aren't fun for them, but isn't this what survivors wanted? To just do the gens and leave?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075114#Comment_1075114

    Completely agree. NOED carries so many bad players and gives them kills they would never have earned otherwise.

    DS and BT rely on the killer camping/tunneling so I wouldn’t consider them crutch

    Only survivor perk that even comes in the ballpark is DH or SB since it grants weak players a free pallet.

    I'm going to be nicer because I'm already jailed, so I'm going to put it like this. Killers use NOED because gen slowdown is ineffective and coupled with the fact that survivors don't do dull totems anymore. They also are running 3 perks until the end game, where the survivors have already completed their objective. It also can be completely removed by survivors. But I guess taking a few seconds to hold M1 on a bone is too complicated.

    "YoU hAvE ZeRo rEqUiReMeNt" some people love to say. Why does every killer perk need to have some complex ass requirement? I don't see that same bullshit line of thinking with survivor perks. The only survivor perks I can think of that requires survivors to go out of their way to get a bonus are perks like Stake Out, Mettle of Man, and Autodidact. Guess how many people run those perks? Survivors want their perks to be easy to activate through normal gameplay (or exhaustion) and every decent killer perk to require 5 sacrifices to use and come with a 5 minute cooldown. Imagine if Lithe required you to to jump through a certain amount of windows before it activated, or sprint burst had a build up period before activating instead of being instant when you run.

    BT enables risky unhooks and allow survivors to play super aggressively with their altruism. Stop acting like every BT activation comes from camping. Survivors routinely exploit perks like this.

    DS was better prior to the change. Now it amounts to a free health state. Especially if all 4 are running it. Sprint Burst rewards poor positioning, but better people than me have already pointed that out.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068942#Comment_1068942

    That's true, but as I explained above, it's also missing the point. Survivors shouldn't have to wait for the killer to start making progress on their objective, or go out of their way to make that happen, before they can make any meaningful headway with their own.

    The current system allows survivors to make headway on their objective without any killer interaction, i.e., before the killer has gained any ground on theirs. Seems like player agency and choice is only allowed for survivors.

    Got it.

  • Fun theory but there's no way Capcom is going to give their competition access to their IP with R3 Resistance coming out in the same niche that DBD is in.

  • @BulletsNonstop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065815#Comment_1065815

    spine chill should give you an aura of the killer not just activate. Seems kinda weak in my opinion.

    Yeah, and getting sacrificed should brick your computer. Since we're clearly talking nonsense here. How the ######### would that even work? Stealth killers have the undetectable status which would prevent you from seeing an aura. It would just screw over the non stealth killers in the game.

    How about instead if begging for buffs/nerds, you crybaby twats could actually get good at the game?

  • @Respectfulnancymain said:

    Isnt that when double pallet jungle gyms were a thing so how did they 4k? The game must have been very hard

    Old nurse. She used to have three blinks base. She was the weapon we used to destroy the survivor menace.

  • Nature taught me that brightly colored things are generally toxic. The same thought applies to survivors.

  • Oh it's you again. I never agree with you but we might be on the same page here. Mostly.

    Borrowed Time is balanced. But I'm sure they're going to change it to be irrespective of a killer's terror radius and base it on killer distance from the hook. Seems to be the direction they're taking things. It keeps getting indirectly buffed whenever deep wounds changes but it's in a better spot than before. When it used to give endurance to both the unhooked and the rescuer.

    Decisive Strike, I'm not a fan of. Long opinionated comment incoming. It's a 60 second immunity perk. I actually preferred old DS because anyone who wasn't the obsession couldn't use the perk to it's full power. They had to wiggle first. Enduring also reduced it. I don't even know why they haven't reverted the DS stun time since its immune to Enduring now, nor why it's a damn obsession perk anymore. Since the only interaction with the obsession it has is to switch it to the survivor that struck you. Big whoop. It becomes problematic when the entire survivor team is using it but that goes for literally everything. It's like the devs forgot that survivor perks have the chance to be multiplied by a factor of four.

    Dead Hard? Who cares? From what I see it gets cucked by the dedicated servers when it's used for attack dodging and can only be used to extend a loop. Which does suck. Your best bet is to disengage at that point honestly.

    Adrenaline is fine. Since games sre shorter it sees more use, but like NOED its someone going the entire game with 3 perks for the possibility of an endgame bonus. I just don't think it should activate when the hatch is closed. NOED shouldn't either.

    Anyways. The problems with survivors isn't these perks. The problem with survivors lies with unbalanced matchmaking giving them noob killers, large maps, still too many safe loops and toolbox tomfoolery.

  • I honestly feel like this is a big ploy to hide the matchmaking issues. If they make this theoretical MMR system and hide the skill ratings/ranks, nobody can complain about unfair matches because nobody will know what they're facing. In every other game I play with any sort of skill based matchmaking, the skill ratings aren't hidden. This doesn't pass the smell test for me.

  • @BulletsNonstop said:

    Killers don’t need anything where they just push a button and everyone’s revealed on the map. You should have to work harder to find people. Laying traps sure, survivors fault - so long as he or she could see and disable them. But to just send out a shock wave and everything behind cover or that is trying to hide gets revealed is nonsense. The maps aren’t that big for that to really be a necessary thing and honestly It makes the game not fun.

    You know what makes the game not fun? Ignorant whine babies like you who necro old ######### posts for no discernable reason other than to cry more. There's plenty of nonsensical threads full of survivor mains whining about killers still being able to hurt them. Go join one of those.

  • @Nos37 said:

    No One Escapes Death is not performing as intended. This perk is meant to punish survivors for rushing gens if they don't also cleanse all available dull totems. However, if there are still 5 gens remaining and the killer closes the hatch, NOED still activates?? !!

    Rework the perk's trigger condition so that it behaves like Bitter Murmur and only activates when the last gen is completed instead of when the exit gates are powered.

    Hope and Adrenaline both trigger when the hatch is closed. Want to change that too?

  • @Doragodx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042233#Comment_1042233

    Agreed. It's why I don't wish to be punished to play against an unfair killer. My chosen ultimatum would be blacklist or re-design.

    https://forum.deadbydaylight.com/en/discussion/comment/1042386#Comment_1042386

    I'm not saying somebody should be stopped from playing that. That's not what a Blacklisting is. I don't want to play against Spirit so don't queue me into one. Would invovle making killers pre-determined before lobby.

    https://forum.deadbydaylight.com/en/discussion/comment/1043229#Comment_1043229

    I already addressed this. I believe you're just cherry-picking what I've said in contradiction. Regardless of what play she's making, the survivor is forced to make a coinflip.

    Any power indication shouldn't be restricted to a cosmetic. You can clearly and intentionally see every other killer use their power and have a chance to use reaction MS. Spirit is literally the only killer that you can't.

    You can stand and literally encourage a survivor to lose a 50/50 coin flip without even having your hands on the keyboard. That's not at all engaging game-play even for the killer. That's not fun and if you believe it to be subjectively so then I'd honestly believe any one would be lying to themselves.

    All killers will eventually catch you, that's the point and the intent of the game and it's design. I did say in my OP I believe survivors and most map tiles to be stronger than most killers.

    Nurse is in favor of her chases because she completely ignores terrain, loops and vaults. You actually need your hands on the keyboard and mouse to 100% ignore said game designs. A better example would be I can actually dead-hard a Nurse. You can't reliably dead hard or use a 99ed SBurst because, again, you can't use MS reaction to reward. yourself.

    If you believe that survivors are stronger in most situations, why are you so adamant about blocking a killer that you can't cheese against and actually have to play the game?

  • Myers, Spirit and Hillbilly. I always liked killers that were actually threatening.

  • The day people stop being biased is the same day people stop putting pineapple on pizza.

  • Because she's clunky and feels like ass to play. Doesn't matter if she's still strong if playing her doesn't feel good. I'm sure there's a party going on somewhere about the demise of Sally.

1 2 3 4 … 8